Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon data file parsing, shared by game & client dlls.
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPON_PARSE_H
#define WEAPON_PARSE_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
class IFileSystem;
typedef unsigned short WEAPON_FILE_INFO_HANDLE;
// -----------------------------------------------------------
// Weapon sound types
// Used to play sounds defined in the weapon's classname.txt file
// This needs to match pWeaponSoundCategories in weapon_parse.cpp
// ------------------------------------------------------------
typedef enum {
EMPTY,
SINGLE,
SINGLE_NPC,
WPN_DOUBLE, // Can't be "DOUBLE" because windows.h uses it.
DOUBLE_NPC,
BURST,
RELOAD,
RELOAD_NPC,
MELEE_MISS,
MELEE_HIT,
MELEE_HIT_WORLD,
SPECIAL1,
SPECIAL2,
SPECIAL3,
TAUNT,
DEPLOY,
// Add new shoot sound types here
NUM_SHOOT_SOUND_TYPES,
} WeaponSound_t;
int GetWeaponSoundFromString( const char *pszString );
#define MAX_SHOOT_SOUNDS 16 // Maximum number of shoot sounds per shoot type
#define MAX_WEAPON_STRING 80
#define MAX_WEAPON_PREFIX 16
#define MAX_WEAPON_AMMO_NAME 32
#define WEAPON_PRINTNAME_MISSING "!!! Missing printname on weapon"
class CHudTexture;
class KeyValues;
//-----------------------------------------------------------------------------
// Purpose: Contains the data read from the weapon's script file.
// It's cached so we only read each weapon's script file once.
// Each game provides a CreateWeaponInfo function so it can have game-specific
// data (like CS move speeds) in the weapon script.
//-----------------------------------------------------------------------------
class FileWeaponInfo_t
{
public:
FileWeaponInfo_t();
// Each game can override this to get whatever values it wants from the script.
virtual void Parse( KeyValues *pKeyValuesData, const char *szWeaponName );
public:
bool bParsedScript;
bool bLoadedHudElements;
// SHARED
char szClassName[MAX_WEAPON_STRING];
char szPrintName[MAX_WEAPON_STRING]; // Name for showing in HUD, etc.
char szViewModel[MAX_WEAPON_STRING]; // View model of this weapon
char szWorldModel[MAX_WEAPON_STRING]; // Model of this weapon seen carried by the player
char szAnimationPrefix[MAX_WEAPON_PREFIX]; // Prefix of the animations that should be used by the player carrying this weapon
int iSlot; // inventory slot.
int iPosition; // position in the inventory slot.
int iMaxClip1; // max primary clip size (-1 if no clip)
int iMaxClip2; // max secondary clip size (-1 if no clip)
int iDefaultClip1; // amount of primary ammo in the gun when it's created
int iDefaultClip2; // amount of secondary ammo in the gun when it's created
int iWeight; // this value used to determine this weapon's importance in autoselection.
int iRumbleEffect; // Which rumble effect to use when fired? (xbox)
bool bAutoSwitchTo; // whether this weapon should be considered for autoswitching to
bool bAutoSwitchFrom; // whether this weapon can be autoswitched away from when picking up another weapon or ammo
int iFlags; // miscellaneous weapon flags
char szAmmo1[MAX_WEAPON_AMMO_NAME]; // "primary" ammo type
char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type
// Sound blocks
char aShootSounds[NUM_SHOOT_SOUND_TYPES][MAX_WEAPON_STRING];
int iAmmoType;
int iAmmo2Type;
bool m_bMeleeWeapon; // Melee weapons can always "fire" regardless of ammo.
// This tells if the weapon was built right-handed (defaults to true).
// This helps cl_righthand make the decision about whether to flip the model or not.
bool m_bBuiltRightHanded;
bool m_bAllowFlipping; // False to disallow flipping the model, regardless of whether
// it is built left or right handed.
// CLIENT DLL
// Sprite data, read from the data file
int iSpriteCount;
CHudTexture *iconActive;
CHudTexture *iconInactive;
CHudTexture *iconAmmo;
CHudTexture *iconAmmo2;
CHudTexture *iconCrosshair;
CHudTexture *iconAutoaim;
CHudTexture *iconZoomedCrosshair;
CHudTexture *iconZoomedAutoaim;
CHudTexture *iconSmall;
// TF2 specific
bool bShowUsageHint; // if true, then when you receive the weapon, show a hint about it
// SERVER DLL
};
// The weapon parse function
bool ReadWeaponDataFromFileForSlot( IFileSystem* filesystem, const char *szWeaponName,
WEAPON_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
// If weapon info has been loaded for the specified class name, this returns it.
WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name );
FileWeaponInfo_t *GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle );
WEAPON_FILE_INFO_HANDLE GetInvalidWeaponInfoHandle( void );
void PrecacheFileWeaponInfoDatabase( IFileSystem *filesystem, const unsigned char *pICEKey );
//
// Read a possibly-encrypted KeyValues file in.
// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file.
// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file.
//
// (This should be moved into a more appropriate place).
//
KeyValues* ReadEncryptedKVFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey, bool bForceReadEncryptedFile = false );
// Each game implements this. It can return a derived class and override Parse() if it wants.
extern FileWeaponInfo_t* CreateWeaponInfo();
#endif // WEAPON_PARSE_H